Spellweaver (3.5e Class)

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A spellweaver manipulating a bit of ice into one of his lightning bolts with Energy Admixture...

Spellweavers are arcanists who specialize in a form of magic that grants them much more fluidic control over their spells. Relying on the use of spell points from Unearthed Arcana to represent their mastery over reweaving the Great Tapestry, they manipulate the very fabric of magic at its core. While wizards rely on book knowledge and magical rites, and sorcerers simply learn to control the magic within them, spellweavers focus on spells and the tapestry upon which they are woven.

While spellweavers have greater control over how they cast their spells, they suffer many of the same faults as both wizards and sorcerers. For example, like a sorcerer, they know only a limited number of spells for each spell level they have access to and they the same slower spell level progression, representing the fact that they must truly understand and master their spells before they are able to manipulate them as they do. Like a wizard, many spellweavers also opt to specialize in a school of magic, restricting themselves from ever learning certain spells.

In exchange for these limitations, the spellweaver gains even greater versatility in what spells they cast each day, greater control over their spells through the use of metamagic, and the ability to buff themselves and their allies with greater ease than most other spellcasters. Not surprisingly, they're highly coveted by adventuring parties and military units, both of which benefit greatly from their arcane tapestry abilities.

Abilities:Charisma determines how powerful a spell a spellweaver can cast, how many bonus spell points he can cast per day, and how hard those spells are to resist. Like other spellcasters, a spellweaver benefits from high Dexterity and Constitution scores, and a high Intelligence score is beneficial for their skill selections.

Races: Any race may choose to become a spellweaver, though humans, elves, and gnomes are the most likely candidates.

Weapon and Armor Proficiency: Spellweavers are proficient with clubs, daggers, quarterstaves, and slings. They are not proficient with any type of armor or shield. Armor of any type interferes with a spellweaver's arcane gestures, which can cause his spells with somatic components to fail.

Spells: A spellweaver casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must.

To learn or cast a spell, a spellweaver must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spellweaver's spell is 10 + the spell level + the spellweaver's Charisma modifier.

Like other spellcasters, a spellweaver can cast only a certain number of spells of each spell level per day. However, instead of having a limited number of spell slots each day, the spellweaver relies on the optional [spell points] rules found in Unearthed Arcana. Under normal circumstances, spellweavers do not use any of the variant Vitalizing rules listed under these rules, though individual DMs are free to use them if they see fit. If spell points are for some reason antithesis to a specific campaign, a DM may also opt to use the same spell slots as a sorcerer of the same class level, though it should be noted that doing so takes away a large portion of the spellweaver's flavor.

As per those rules, a spellweaver gains bonus spell points each day if they have a high Charisma score, as indicated on the second table. The cost for casting a spell is equal to twice the spell's level -1, so a 7th level spell requires 13 spell points to cast.

Spells Known: A spellweaver's selection of spells is extremely limited. A spellweaver begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new level, he gains one or more new spells, as indicated on the table above. Spellweavers who specialize in a particular school of magic learn additional spells, as described later in this section. These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual arcane spells that the spellweaver has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, but can acquire spells from other arcane spell lists, such as those of the bard or beguiler spell lists.

Upon reaching 2nd level, and at every level after that, a spellweaver can choose to learn a new spell in place of one he already knows. In effect, the spellweaver "loses" the old spell in exchange for the new one. The new spell’s level must be the same level or lower as that of the spell being exchanged. A spellweaver may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Like a sorcerer, a spellweaver need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet exhausted his pool of spell points. He does not have to decide ahead of time which spells he’ll cast. If a spell distinguishes between being a wizard or a sorcerer, such as with the spell mnemonic enhancer, the spellweaver is treated as a sorcerer even if they specialize in a school.

Master of Cantrips (Su): Unlike other spellcasters, a spellweaver's understanding of the Great Tapestry allows them to cast an unlimited number of cantrips each day. Should they wish to apply a metamagic feat to a cantrip, however, doing so will require them to increase the effective spell level of the cantrip, and thus require a spell point expenditure.

Metamagic Knack: At the indicated levels, a spellweaver gains either a bonus metamagic feat, Revitalizing Soul, or the Obtain Familiar feat. The spellweaver must still qualify for the feat, and in the case of metamagic feats, they must be able to use them.

At 3rd, and again at 8th, 13th, and 18th levels, the spellweaver can lower the level increase for any metamagic feat they know by -1, to a minimum of +1 (or +0 if it is already +0). They can apply this to the same feat each time, or select a different one each time they gain this ability.

At 10th level, the spellweaver can apply metamagic feats to their spells without increasing the cast time of the spell. This ability counts as Rapid Metamagic for purposes of meeting prerequisites.

Arcane Tapestry (Su): Upon entering the class, the spellweaver gains an understanding of the rudiments of their craft. They can thread together unseen strands of mystical energy to connect willing allies in a magically resonant network known as an arcane tapestry. Doing so takes 10 minutes and requires a DC 15 Craft (weaving) check. (Most spellweavers take 10 on the check.) When they weave an arcane tapestry, the spellweaver can connect a number of allies equal to their Charisma bonus. Such allies must be within line of sight to have their life force woven into an arcane tapestry, and they must be living creatures. An arcane tapestry lasts for 24 hours or until the spellweaver creates a new one. The spellweaver is always connected to their own arcane tapestry, and they don't count against the limit of allies that can be connected.

Once they have woven an arcane tapestry, they can send their spells across the mystical strands to their allies. Although they cast only a single spell, they can have it affect every creature in their arcane tapestry just as if they were part of a single creature.

Only spells with the "harmless" designation in their saving throw entry or ones requiring willing targets can be cast into an arcane tapestry. If a spell has a costly material component or an XP cost, the spellweaver must expend one casting's worth of the material component or pay the XP cost for each creature targeted by the spell (including the spellweaver himself).

Latent Weaving (Su): The spellweaver can now weave spells into their arcane tapestry for later use. At the indicated class levels, they can store the listed number of spells as a latent weaving.

To make a latent weave, the spellweaver must designate the arcane tapestry as the target for the spell as they cast it regardless of what the spell's normal target is. The spell is then woven into the arcane tapestry in a dormant state; it doesn't use up its duration or affect targets in any way.

At any point thereafter, for as long as the arcane tapestry remains active, the spellweaver can use a move action to release all the spells in their latent weaving. They immediately and instantaneously take effect in the order they were cast. The same restrictions apply to a latent weaving that apply to any other spell woven into an arcane tapestry, as detailed in the arcane tapestry class feature above

At 10th level, the spellweaver may unleash their tapestry as a swift action rather than a move action.

Enlarged Tapestry (Su): Spells woven into a spellweaver's arcane tapestry are now treated as if they were prepared with the Enlarge Spell metamagic feat, increasing the range of any close, medium, or long range spells by 100%. In addition, touch spells are treated as close range spells, but only for purposes of the spellweaver's arcane tapestry.

Extended Tapestry (Su): Spells woven into a spellweaver's arcane tapestry are now treated as if they were prepared with the Extend Spell metamagic feat, doubling their normal duration.

Arcana Unleashed: When casting a spell from a specialized school, the spellweaver's spell is no longer limited by their caster level. For example, a spellweaver who is specialized in abjuration can cast dispel magic and add his full caster level to the d20 roll as he is no longer limited to a +10 bonus. This applies to spells that have a limit to any aspect of their spell effect, such as the number of missiles created with magic missile or the bonus granted by greater magic weapon.

Empowered Tapestry (Su): Spells woven into a spellweaver's arcane tapestry are now treated as if they were prepared with the Empower Spell metamagic feat where applicable, increasing the number of dice rolled for a legal effect by 50%.

Quickened Tapestry (Su): At this level, the spellweaver has truly mastered their understanding of the Great Tapestry. They can unleash their arcane tapestry as a free action, and it only takes one full round plus the casting time of any spells woven into the tapestry in order to create a new one. Each spell affected by the Quicken Spell feat, if known, lowers the total casting time of the arcane tapestry.

Like wizards, some spellweavers choose to specialize in a particular school of magic. Doing so does not grant them any additional spell points, but it does allow them to learn new spells of their school of magic and record them into a spellbook. Each day at dawn they can then prepare a number of additional spells per spell level equal to their Charisma modifier, adding them to their list of known spells for the day. Upon choosing a specialization, the spellweaver must then select two other schools of magic of which they become forever barred from learning spells or using spell-completion magic items such as wands or scrolls.

At each class level, they automatically add one spell from their specialized school into their spellbook for free. These spells may only be selected from the Player's Handbook, however. More exotic spells must be learned during gameplay.

In addition, they also gain the following perks at the indicated class levels.

Abjurer: 3rd — Your abjuration spells that grant an armor or shield bonus have those bonuses increased by ¼ your caster level, rounded up; 8th — Your dispel checks gain a bonus equal to ¼ your caster level, rounded up; 13th — Your abjuration spells with a casting time of one full round or lower have their casting time reduced by one step (full round to standard, standard to move, move to swift, and swift to free).

Conjurer: 3rd — Your summoning spells with a casting time of one full round instead have a casting time of one standard action; 8th — Any dispel checks made against your conjuration spells treat your caster level as if it were 5 higher than normal; 13th — You can cast a conjuration spell with a casting time of one standard action as a move action instead (note that this does not affect spells that originally had a full round casting time).

Enchanter: 3rd — Targets of your charm or compulsion spells do not gain a bonus on their saves due to being currently threatened or attacked by you or your allies, or for being forced to take an action against their nature; 8th — Any creature that successfully saves against one of your enchantment spells must save again 1 round later (as if you had cast the spell again) with a +5 bonus on the save; 13th — Creatures normally immune to mind-affecting effects are not immune to your enchantment spells, however they do receive a +5 circumstance bonus on their saving throws.

Evoker: 3rd — When using metamagic to alter one of your evocation spells, lower its level adjustment by an additional -1, to a minimum of +0; 8th — You can alter an evocation spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor, the spell’s casting time is unaffected, and you are treated as if you possessed the Energy Substitution feat for purposes of meeting prerequisites. If you also possess the Energy Admixture feat, you can use it in the same way, changing the type of damage on a whim. 13th — You can shape any AoE evocation spells you cast on the fly that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet

Illusionist: 3rd — Your illusion spells are treated as if they were prepared with the Silent Spell metamagic feat without an increase in spell level or casting time; 8th — Your illusion spells are treated as if by the Still Spell and Extend Spell metamagic feats without an increase in spell level or casting time; 13th — Creatures normally immune to mind-affecting effects are not immune to your illusion spells, however they do gain an automatic chance to disbelieve your illusions upon observing them (as opposed to only after interacting with them).

Necromancer: 3rd — When you cast a necromancy spell, undead allies within 60 feet gain turn resistance and a bonus on saves equal to ½ your class levels for five rounds; 8th — You are protected from harmful effects as if you had a permanent death ward spell protectiving you which, if dispelled, automatically returns five rounds later; 13th — When you cast a necromancy spell, all undead allies within 60 feet gain fast healing equal to ½ your class level for 5 rounds.

Transmuter: 3rd — Transmutation spells that grant an enchancement bonus, such as owl's wisdom, instead grant an untyped bonus, but only for spells cast only upon you. Anyone else affected by such spells, such as through your arcane tapestry, still receive enhancement bonuses; 8th — Your transmutation spells are treated as if they were prepared with the Extend Spell metamagic feat without an increase in spell level or casting time, and this stacks with the benefits of your Extended Tapestry class feature; 13th — Once per day per four class levels, you may treat one of your transmutation spells as if it were prepared with the Persistent Spell metamagic feat without an increase in spell level or casting time, though the spell must still meet the requirements for a persistent spell, and it cannot be added to your arcane tapestry.

Finally, at 5th and again at 10th, 15th, and 20th levels, a specialist spellweaver may select one additional school to specialize in. They do not have to select any additional barred schools nor do they gain additional slots to prepare spells known. They do, however, gain the above mentioned perks for their new specialized school, and they can prepare spells into their bonus spell known slots from any school they have specialized in, assuming they've learned spells from those schools. Obviously, they may not select a school they are already barred from.

If you gain specialization from another source, such as by taking levels in the wizard or incantatrix classes, you do not gain the special abilities listed here. Instead, you gain the normal benefits of being a specialist, as appropriate.